|
Boost : |
From: Douglas Gregor (gregod_at_[hidden])
Date: 2002-05-06 23:51:24
On Sunday 05 May 2002 04:02 pm, you wrote:
> 1. Inclusion any non-trivial algorithm into the pipeline (that supports
> only InputIterator for some reason) will degenerate the whole
> pipeline to InputIterator. Since any pipeline will most probably
> contain at least one such an algorithm, the only type of iterators
> available will be Input one. So, in general there's no need to
> implemen other types, such as RandomAccessIterator.
That's fine, and I expected as much.
> 2. I told you not all the truth :-)
[snip]
> Any VertexSource is a multi-path, which consists of a number of
> paths, separated with flag pathflag_stop. It's not quite a vector
> of paths, because in case of a storage it uses only one memory
> pool for all the paths. It allows to reduce the memory overhead and
> to avoid reallocations (class path_storage never reallocs memory).
> The reset_iterator method has an integer argument which has a
> sematics of an abstract ID. When we form the path somehow,
> we in parallel create a vector of attributes and then, when rendering,
> use this argument as an ID to associate a particular path with its
> attribute. I'll illustrate this idea with the SVG syntax:
[snip]
This isn't much different from a more container-like interface where begin()
and end() take the integer argument, e.g.,
struct VertexSource {
typedef /* implementation-defined */ iterator;
iterator begin(int pathnum);
iterator end(int pathnum);
int numPaths();
};
As for the storage, the iterators can hold pointers to storage in the
VertexSource, or storage can be inside the iterator. Am I correct in assuming
that rendering is a parallelizable process? If it is, then the interface I
gave is perhaps more suitable to parallelization, because if numPaths()
returns N paths, N threads could be spawned and the i-th thread is given the
vertex iterator range [begin(i), end(i)) to render.
> I tried to create as simple interface as possible with keeping
> good flexibility. The example looks very simple, however, it's not
> easy to render it. The basic renderer can draw only polygons and does
> not have a possibility to render strokes, so, we have to use more than
> one pipeline to process it.
>
> struct path_attr
> {
> bool fill;
> bool stroke;
> agg::color fill_color;
> agg::color stroke_color;
> double stroke_width;
> agg::affine_matrix transform;
> unsigned path_id; // This is that very ID mentioned above
> };
>
[snip]
> The key moment is that we can easily afford to use a generic container to
> store the attributes while using it for vertices can seriously affect the
> performance and/or result in great memory overhead with endless
> reallocations. So, I used a custom container with custom access
> mechanism and custom memory allocation strategy.
This depends on the generic container you are using. Sure, std::vector<void*>
or std::list<boost::any> will be horrible, but what about
boost::tuple<bool, bool, agg::color, agg::color>
shouldn't impose much overhead.
> Maybe graphics is too specific area for BOOST to be generalized in a
> way all other parts are.
I think the area of graphics (at least, this type of graphics) is
generalizable, and I think you have the rendering pipeline idea right.
However, I think there is benefit in reusing existing interfaces (e.g., the
InputIterator concept) for two reasons:
- The iterator concepts are used in many STL algorithms. Perhaps some of
these algorithms can find reuse in the area of graphics? (Code reuse)
- The iterator concepts are well-understood, so someone unfamiliar with AGG
can understand its concepts (especially the notion of a pipeline) quickly by
using preexisting knowledge. (Knowledge reuse)
I can't think of any argument against an iterator-centric interface for
vertex sources and transformations, but I'm neither familiar with AGG nor
with graphics.
> I admit I'm not very experienced in BOOST libraries and this is why I'm
> looking for help from BOOST gurus, because it'll take a lot of time
> for me to completely integrate AGG with BOOST. Besides, I wouldn't
> like to restrict AGG with BOOST only, and so, I'd like the low level of
> AGG to be independent on BOOST.
Boost is just a collection of libraries. AGG can become one of those
libraries without depending on any other Boost library.
Doug
Boost list run by bdawes at acm.org, gregod at cs.rpi.edu, cpdaniel at pacbell.net, john at johnmaddock.co.uk